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Grade the GURPS System
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<blockquote data-quote="WolpertingerFL" data-source="post: 9140408" data-attributes="member: 7042239"><p>The good: </p><p>The sourcebooks are amazing. They make great reading and are useful for use in other systems. For example, GURPS space had charts and tables that I used for a savage world campaign. I used GURPS tech levels for a low fantasy game I ran, where some nations had gunpowder and others didn't</p><p></p><p>The rules simulate real world physics with a fair degree of accuracy. This is great for GM's who favor simulation over other play styles. </p><p></p><p>Very flexible rule set for GMs who want to develop their own campaign worlds and styles. </p><p></p><p>The bad:</p><p>Character creation isn't balanced at all, just throw your point into Dex or Int and be the best at whatever you choose. A Pathfinder type diminishing returns stat build system would have helped a lot.</p><p></p><p>No real support. Other than the sourcebooks, there was never very much support for individual game worlds, a book or two at most. Compare that to Pathfinder, where you can buy an adventure path with everything you need for months of play. </p><p></p><p>System is limited to simulation type gaming, since alternative rules for different genres (like superheros) seem tacked on and forced. </p><p></p><p>Overall, it's a good system for GMs who enjoy hyper-realistic settings and are willing to spend a lot of time on their game worlds. I enjoyed running GURPS much more than I enjoyed playing it, and that doesn't make for a successful campaign.</p></blockquote><p></p>
[QUOTE="WolpertingerFL, post: 9140408, member: 7042239"] The good: The sourcebooks are amazing. They make great reading and are useful for use in other systems. For example, GURPS space had charts and tables that I used for a savage world campaign. I used GURPS tech levels for a low fantasy game I ran, where some nations had gunpowder and others didn't The rules simulate real world physics with a fair degree of accuracy. This is great for GM's who favor simulation over other play styles. Very flexible rule set for GMs who want to develop their own campaign worlds and styles. The bad: Character creation isn't balanced at all, just throw your point into Dex or Int and be the best at whatever you choose. A Pathfinder type diminishing returns stat build system would have helped a lot. No real support. Other than the sourcebooks, there was never very much support for individual game worlds, a book or two at most. Compare that to Pathfinder, where you can buy an adventure path with everything you need for months of play. System is limited to simulation type gaming, since alternative rules for different genres (like superheros) seem tacked on and forced. Overall, it's a good system for GMs who enjoy hyper-realistic settings and are willing to spend a lot of time on their game worlds. I enjoyed running GURPS much more than I enjoyed playing it, and that doesn't make for a successful campaign. [/QUOTE]
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